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Guns: Magical Rounds or Actual Ammunition?

in Engineer

Posted by: Wolf.5816

Wolf.5816

I have heard the sound effects aswell, I love that they took the time to put the different sounds judging on the terrain.

So what do you guys think?

1) A togglable hide or unhide option for bullet casings/ Arrow Quivers.

2) Just allow specific gun models/skins to produce bullet casings apon firing. Or Bows to supply quivers respectively.

Reloading animations would be tricky unless there was just a single animation for all guns. Which would probibly looks bizarre on several gun models. For this reason I am less of an advocate of this particular addition. But would love to see it if possible.

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Guns: Magical Rounds or Actual Ammunition?

in Engineer

Posted by: Wolf.5816

Wolf.5816

I would assume it would be known that this is a game. Also the implied loading type varies judging on the skin or model of the gun. But all this is irrelevant to the OP.

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Guns: Magical Rounds or Actual Ammunition?

in Engineer

Posted by: Wolf.5816

Wolf.5816

I realize that some of the Engineers (or other Gun wielding professions) have several Gun class Weapon skills that produce effects that seem magical in nature. While this seems explainable for the Mesmers off hand pistol. I noticed that classes you would expect to see empty shells from (at least from the auto attack skill) do not show any trace of actual Ammunition.

Besides issues with animations overlapping ect. Why don’t Gun class weapons release used Shells after firing certain shots at least. And why don’t we need to reload. (This would be a great animation to just run after each shot, so repetitive fire would overlap but after there is a delay in fire you would go into a Reload animation.

I, personally would like to see Shells and a Reload animation. I’d also like to see a option to hide/show arrow Quivers.

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Rocket Boot bugs.

in Engineer

Posted by: Wolf.5816

Wolf.5816

Yeah, that and looking up or down seems to increase the likely hood of causing the “Reduced Self Knockback” effect even if alone with no conditions and while out of combat.

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Rocket Boot bugs.

in Engineer

Posted by: Wolf.5816

Wolf.5816

Tested Primarily in PvP, but most bugs have been noticed in PvE aswell.

Engineer Utility skill “Rocket Boots” bugs.

-When changing direction (either with the “lookbehind” key mapping or manually spinning the camera around.) and activating Rocket Boots will sometimes cause the Engineer to trigger a reduced knock back animation. As if afflicted with a cripple. This can happen in combat and out of combat.

-While entering multiple commands (Spells or abilities) into cue while activating Rocket Boots will sometimes cause it to simply Break Stuns while still having an animation of the explosion but will cause no Damage or self Knock Back effect. This seems to happen frequently when being attacked by multiple sources.

-Activating Rocket Boots will sometimes not cure Immobilize, Cripple, or Chill as the tool tip insists.

-Being struck with a Stun, Knockdown, Fear or Immobilize after activating Rocket Boots will cause the Rocket Boots Knock Back effect to be canceled causing your Engineer to immediately stand at the location he was inflicted. (This may be intended but appears to be a bugged dynamic.)

-Being afflicted with Rocket Boots self Knock Back does not trigger the VI Engineer Alchemy “Protection Injection” trait. (The self Knock Back from the Engineers Rifle ability “Overcharged Shot” also does not trigger this effect. Intended?)

Engineer Tool Belt Skill: “Rocket Kick” bugs.

-The explosion radius of the kick at the end of the Rocket Kick’s animation appears to have a reduced hit box if no targets are selected or if the primairy target is out of range when activated. Causing targets that would be in the effective explosion range of Rocket Kick to not be struck.

Options to improve Rocket Boots. (Opinion)

-Allow Rocket Boots initial launch damage to also inflict the Tool Belts “Rocket Kick”s Burning condition to nearby targets.
-Or allow Rocket Boots to grant Stability/Invulnerability during the duration of Rocket Boots Knock Back effect.
-Or allow Rocket Boots to cure 1 or more other conditions besides the ones already removed.
-Or remove the self Knock Back inflicted by Rocket Boots to simply propel the Engineer backwards landing on his feet. (Similar to the Engineers Elixer Kits “Acid Bomb”)

-Or allow for a Small area of Effect Knock Down at Launch origin.

Options to improve Rocket kick. (Opinion.)

-Allow Rocket Kick to break stuns as well. Increase Rocket Kicks cool down to 30 seconds.
-Increase Rocket Kicks range.

-Or Allow Rocket Kick to remove 1 Boon from targets hit.

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sPvP equipment bug.

in Bugs: Game, Forum, Website

Posted by: Wolf.5816

Wolf.5816

Bug that will sometimes cause the weapons you have equipped in your PvE character to remain shown on your PvP character while in the mists. This means you cannot insert PvP weapon Sigils without having to equip a similar weapon to bump out the existing PvP weapon, socket it, then re-equip it.

Also would like to see a “Unstick” option that can be used to bump your character back on the level when stuck in walls or objects. This happens routinely in the Personal Story quests and several times in sPvP and the only known solution is rebooting. Which while in your Personal Story will cause you to restart from the beginning. Very frustrating when stuck at the very end of a lv75-80 Personal Story quest.

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More Visual Cue's in combat.

in Suggestions

Posted by: Wolf.5816

Wolf.5816

The OP is More Visual cue’s in combat. I am aware of the already existing effects.

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Suggestion - Roleplay additions

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Posted by: Wolf.5816

Wolf.5816

I agree as well. This should definitely be an addition for the near future.

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(edited by Wolf.5816)

More Visual Cue's in combat.

in Suggestions

Posted by: Wolf.5816

Wolf.5816

Playing almost exclusively PvP, I feel that in the thick of battle it would be incredibly useful if conditions and boons you had, or your target, could be easier to distinguish. Leading to a more dynamic, responsive and rewarding combat experience. Yes I understand that the boons and conditions are present on the character name icon of you and your target and watching them is key to PvP meta. But I would prefer competitive battles to be less about Boon Watching and more of a reactive experience. (Not to mention you can’t watch boons on multiple enemies.)

Ex:By “Visual Cues” I mean how effects like “Confusion” will show You that by rolling around, your actually taking Confusion damage, but how it will also show your 100 blades Frenzied Warrior how he just one shotted himself. This is very useful in understanding and adapting to the flow of battle. And by both players changing their tactics while this Condition is active leads to a much more rewarding conflict.

My point.

I think We should have effects that display damage in a different ways.
-Ex*Bleed* : Damage could be dark but visible red Numbers. But the effect should have the person spill blood that grows more prominent the higher the bleed stacks.
Poison: The damage could be dark green numbers. But will also alert the victim and the assailant to the healing amount prevented. (Or at least show a visual cue that a heal has been mitigated) Perhaps in the form of a skull and cross bones popping up.
Retaliation :Yellow numbers with a flash of light around your target alerting the target that their damage is being reflected.
Protection :Bright blue glowing Jagged numbers will display the damage you or your foe is receiving through the Protection.
Blind :A black mist should frame around the screen. While you are blinded to show that the next move will miss. Missing should also perhaps be displayed with a color scheme to show wether it is a incoming miss on an enemies side or an outgoing miss on your side. (perhaps being a green Miss if its an opponent, and a red Miss if it is your own.)

These are just a few concepts.

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New Weapons for Warriors?

in Warrior

Posted by: Wolf.5816

Wolf.5816

Yes to Knuckle/Claw weapons!

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Sugestion : Turrets Overcharge abilities

in Engineer

Posted by: Wolf.5816

Wolf.5816

I like this idea, but I would also like the ability to still input turret commands while downed. Like Ranger pets.

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Mesmer Chaos Armor Bugged ?

in Bugs: Game, Forum, Website

Posted by: Wolf.5816

Wolf.5816

Also chaos armor will sometimes not show the visual animation Que (the purple bubble) when acquired through a Combo Field.

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Most popular class?

in Guild Wars 2 Discussion

Posted by: Wolf.5816

Wolf.5816

My Most commonly seen professions. (Mainly in PvP.)

-Early game I see a lot of Thief’s and Warriors. But The occasional confused Engineer can be seen.

-Mid game I tend to see a large amount of Guardians and Rangers. But Necromancers start to become increasingly more popular.

End game, especially PvP , I see a large spike in players choosing Mesmers and Elementalists. Although theres usually Thief’s in each game.

The least common in general is Engineer. Necromancers seem scarce in PvE but they are twice as common as Engineers in PvP.

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Engineer Bugs Compilation

in Engineer

Posted by: Wolf.5816

Wolf.5816

Tested mainly in PvP.

-changing direction or queuing up multiple inputs will result in Rocket Boots to sometimes simply Break Stuns allowing you to move freely and not trigger the self Blow out ability. I believe it may happen more if there are multiple sources of incoming damage.

-Flamethrower Kit’s Air Blast will sometimes not hit targets very close to your character model. Same problem with Blunderbuss, Overcharged Shot and many other Engineer abilities.

-Aiming and Activating a Skill at a target opponent that walks through your model will cause your abilities to be put on a cool down and not trigger their effect. For Example Blunderbuss has a large hit radius and a moderate depth allowing it to hit several foes at once. But when fired into several opponents if your primary target moves “on” you or through you your ability will not activate but will go on cool down. (This may be intended yet some similar abilities do not have this problem.)

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6th playable race, what's your top 3 pick?

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Posted by: Wolf.5816

Wolf.5816

1)Skritt-Can be explained as a large amount of Skritt could be found hiding in fear from the Dragon. After being alloud to join the war against the dragons they could, over time adapt a symbiotic relationship with the other five races of Tyria. (Skritt multiply very fast. So eventually passing the trait of intelligence on to their young each litter.)
I would still like the Skritt to still seem distracted and confused but now they bounce information through body language, scent, and sounds created by the other races to gather information instead of just other Skritt.

2)Margonite: I find this race to be Highly unlikely as a playable race, but I would love them to be one.

3)Tengu:The most likely of my top 3 but not my favorite.

C’mon Skritt Engineer!

( if you had a large mass of Skritt. And you taught the leader to learn and teach then they would all learn at relatively the same time. And if you sustained the same family of Skritt and let their population grow. Perhaps learning to be more intelligent as an inbred trait like in mice and rats. Eventually the Races teaching the Skritt would be psychologically accepted as a member of their group. Perhaps evolving a way past the communication barrier for their own survival. )

And if not that, then teach it how to become a Mesmer and it can make its own clones to increase its intelligence, then it can teach the rest of them XD

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New Profession: The Seeker

in Suggestions

Posted by: Wolf.5816

Wolf.5816

Thank you for taking the time to read this.

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New Profession: The Seeker

in Suggestions

Posted by: Wolf.5816

Wolf.5816

Weapon Skill examples

-Main hands Pistol:
Skill 1- Dead Shot: Fire a round at your target. Hold the button to charge the attack. Damage and projectile speed is increased for every charge. (Up to 3 charge levels.) at Rank 3 this projectile inflicts Burning. (Combo finisher:projectile)
Skill 2-Intimidation Shot: Fire a shot at the targets feet doing no damage but inflicting cripple for 2 seconds. If target is Immobilized it does Damage and resets immobilize duration.
Skill 3-Desperado:For the next 3 seconds evade attacks and immediately return fire at the source. (Combo field:Whirl)

-Main Hand Sword:
Skill 1-(chain) Joust:ram your foe with your sword gaining Endurance
Double Dice:Cut twice quickly with your sword with a chance to inflict cripple.
Sword Savant: Slash with insight, copying 2 boons and their durations from your foe and giving them to you.
Skill2-Relentless Lunge: Lunge forward in attempt to impale your foe and gain 3 stacks of Might, if interrupted you gain Stability for 2 seconds.
Skill3-Burning Blade: Slick your blade in oil and drag it on the ground igniting it. Inflicts Burning to foes caught.

-Main Hand Axe:
Skill 1-Blade Blitz: Swing wildly three times, if the third hit strikes a opponent from the front you Gain Aegis for 2 seconds. If the Third hit Strikes a opponent from behind you inflict blind for 3 seconds.
Skill 2-Axcavate:Furiously Bury your axe into the ground damaging nearby foes. If no foes are struck you gain regeneration for 3 seconds. (Combo finisher: blast)
Skill 3-King Cleaver: Throw your axe like a boomerang crippling and damaging all foes caught in its trail. Catching your axe as it returns will reset the cool down. (Missing the catch will result in a lengthy Cooldown, the axe only travels in a strait line)

-Main hand Hammer:
Skill 1-(chain) Hilt Jab:Quickly jab your foe with the hilt of your hammer. Earth Breaker: Crash your hammer into your foes defenses dealing extra damage for each boon they have while removing Aegis.
Skill 2-Ground Pound: Smash the ground at your feet lifting up dust blinding nearby foes. (Combo field:smoke)
Skill 3- Mine Shift: Swing your hammer through the ground kicking up a projectile chunk of ore to randomly stun,Immobilize or inflict Burning to your foe. (Appearance of projectile will change with each condition. Iron Ore will Immobilize. Mithril Ore will Stun, Destroyer Eggs will Inflict Burning.)
Skill 4-Breaking Revelation: Channel a massive overhead swing with your hammer for 3 seconds gaining might each second this skill is channeled. After 3 seconds hitting a foe will also remove Stability.
Skill 5- Hammer Share:Thrust the weight of your hammer on your opponent Dazing them for 2 seconds while immobilizing you and your target for 2 seconds.


Off Hand

-Off hand Pistol:
Skill 4-Ricochet:Fire a well aimed bullet that bounces off a far object and strikes your foe from behind pulling him towards you after a short delay.
Skill 5-Crack Shot:Fire a slow aimed shot, if it hits the target you immobilize them for 3 seconds and temporarily attack with a secret pistol. (2 pistols unload on target regardless of your main hand weapon for 2 seconds.)

Off hand Focus:
Skill 4-Hexchange: Reach out over a reasonable distance and give your conditions to all enemies in a cone while stealing their boons.
Skill 5-Spell Eater:Drop an effigy that redirects all ranged attacks from you to it for as long as its alive. (Drops a doll with a Small amount of HP)

Off Hand Torch:
Skill 4-Reveal: Raise your torch to uncover all secrets granting 5 seconds of Fury to all nearby allies and removing Stealth from all nearby opponents caught in the light.
Skill 5-Fire Fight:Bash a single foe with your lit torch causing Burning for 5 seconds and dealing Bonus damage to foes already on fire. If the “Burning” condition you inflicted is removed prematurely then this skills Cool down is refreshed.

In conclusion, This is just one of many Concepts, I am aware that the Developers have a lot on their plate so please do not assume I am posting this with the intent to get them to divert their attention from balancing and fixing the current state of Guild Wars 2. I simply think this would be an interesting and feasible addition.

Please feel free to critique (assuming you read all this nonsense) and post constructive idea’s or opinions about this profession or other Professions you would like to see. I would enjoy seeing the communities concepts.

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New Profession: The Seeker

in Suggestions

Posted by: Wolf.5816

Wolf.5816

Utility Skill Examples:

-Idol of Dwayna:(Artifact)Chance to remove 1 condition when struck. Activate to gently place an Ancient idol of Dwayna at your feet pulsing regeneration and Protection to allies and curing 1 condition every second. Lasts 3 seconds.

-Rat Box:(contraption) drop a box of Rats for a short time that will spawn a rat every few seconds to attack your target. Each rat has a chance to inflict Poision,Cripple, or Bleeding.

-Curse Shaker: (Intuition) remove all conditions on you releasing the negative
energy in the form of a blast damaging nearby foes for each condition removed. (Combo finisher:blast)

-Spring Board:(contraption) Throw a (non-hidden) explosive Spring Board plate in front of you damaging and stunning foes who trigger it. (You will not get stunned or damaged) When you or a foe steps on it, they will be launched to the nearest Spring board or in a random direction. (You may have 2 spring boards active at a time.)

-Copy Cat:(Intuition) Study your target closely mimicking their strategies for the next 8 seconds. Copying their boons, and gain identical boons when they do. When they lose a condition from an effect you lose one as well. (You can also copy certain effects such as Frenzy and Venoms that persist as long as they are on your target.)

-Burrow:(intuition) frantically excavate the ground at your feet gaining invulnerability and invisibility for 2 seconds or until canceled. You cannot move and Actions cannot be preformed while Burrowed. (Breaks stun)

-Skewer:(contraption) lob a large harpoon impaling the ground at target location knocking down and crippling opponents caught. (Cool down is reduced if Harpoon is retrieved)

Ascalonian Memento:(Artifact) passive effect-chance to inflict chill when struck. Activated ability-drop the memento and Agitate a malevolent aura to haunt your location fearing nearby enemies for 1 second every second. (Lasts 3 seconds)

-Orrian Keepsake:(Artifact) Passive effect-chance of inflicting Poison when hit. Activated ability -Quickly burry the artifact causing undead hands to reach from the ground immobilizing all foes within the area for 1 seconds every 2 seconds.( Lasts 5 seconds.)

-Black Powder Pack: (Contraption) Leave a large sack of explosive Black Powder at your location and quickly roll backwards spreading a trail of black powder and igniting the trail at the end of the roll, damaging nearby foes with an explosion. (Stun Breaker)

-Sleep Sand: (contraption) throw a pot filled with a powerful sleeping mixture at your opponent Forcing them into a deep sleep for 5 seconds gaining health every second they stay asleep. Any attack made after Sleep is applied to the target will break the effect.
-Secondary ability Time out: Activating this ability again will put you to sleep for 5 seconds. (Sleep is a Stun that prevents actions and movement but is broken by newly applied damage.)

-Mocking Laugh:(Intuition) Mock your opponent from a distance to lower his guard. Giving your target Frenzy for 4 seconds while giving you Protection and Stability for 4 seconds.

-Panic Attack:(Intuition) Go into a panic gaining Quickness and Swiftness for 5 seconds. After 5 Seconds gain Cripple and Weakness for 5 seconds.

-Volatile Concoction:(contraption) Drink a flammable concoction and spray it in front of you inflicting Blind and Confusion on foes hit. Hitting them with a fire based spell will ignite them causing extra damage.

-Trick Trade:(Intuition) gain a Boon based of the profession of your target foe. (Stun breaker)
— Profession targeted/Boon gained.
Warrior/Stability for 3 seconds
Engineer/Swiftness and Vigor for 3 seconds
Thief/Invisibility for 3 seconds.
Mesmer/Distortion for 3 seconds.
Guardian/Protection for 3 seconds.
Ranger/Fury for 3 seconds.
Elementalist/Regeneration and might for 3 seconds.
Necromancers/Retaliation for 3 seconds.
Seeker/Quickness for 3 seconds.

-Ritual Urn:(contraption) Toss a forbidden Ritual Urn filled with a powerful essence that possesses foes who who are caught in its vapor, inflicting Fear but forcing all targets to run towards the center of the blast radius.

-Lucky Coin:(intuition) Covet your Lucky Coin gaining Quickness and Stability for 3 seconds. (Prevents all actions other than movement during the duration.)

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(edited by Wolf.5816)

New Profession: The Seeker

in Suggestions

Posted by: Wolf.5816

Wolf.5816

New Profession: The Seeker

Quick Facts for those who have the time for a read.

-The fourth Adventurer profession. (wears medium armor)

-Uses Artifacts, Contraptions and Intuition to flank unprepared or uneducated opponents.
Artifacts: Stolen from ancient tombs and sprawling labyrinths these enchanted object caught the Seekers eye. Similar to Signets except while carried provides a passive “On Hit” ability and can be Activated to place the Artifact at your feet which will then give off a persisting AOEfor a short duration then goes on a Cooldown.
Contraption:Are outlandish devices and booby traps that have been assembled and acquired from all corners of Tyria and are usually frantically deployed with bizarre effects.
Intuition:A gut feeling a Seeker always relies on, whether its the opportunity to strike, or simply to surviving the perils of Tyria a Seekers Intuition gives him insight and savant like advantages to use against his foes.

-Middle to close range fighter.

-Weapons available:
Main hand-Sword, Pistol, Axe, Hammer.

Off hand-Pistol,torch, Focus.

Unique Profession mechanic: “Secret Stash” A pack of Trusty Items that a Seeker is never caught without. These 4 skills are similar to a Elementalists attunements except they act more like 4 extra skills that cast a single specific spell when used and then replaces your first Weapon Skill slot (#1 slot) with a new attack for a short period of time. (Similar to the Thief’s stealth activated weapon skills except it lasts for a duration.)

*Profession skill 1-Faithful Machete:Quickly ready your Machete for 10 seconds gaining Swiftness every second as long as an enemy is within 300 range of you.
-Weapon skill gained: Slice and Dice: Attack with your Machete, each hit increases your Machetes attack speed.

*Profession Skill 2-Trusty Whip: Unravel your Whip for 10 seconds and Entangle your foe at a distance in attempt to pull him to you. If your foe is immobilized when struck, you will pull yourself to your foe instead.
-Weapon skill gained:Whip Cutter:Crack your Whip with enough force to cut causing bleeding and removes 1 boon. Does bonus damage for each condition on your opponent.

*Profession Skill 3-Choice Dynamite Frantically light your dynamite and lob it over head as it detonates above your foes doing no damage but causing multiple stacks of Confusion and cripple while giving Swiftness to Allies.
-Weapon Skill gained:Roll Charge: lob a stick of dynamite in front of you that bounces on the ground before exploding inflicting Cripple and Bleeding to all foes caught in the blast.

*Profession Skill 4- Lucky lob your Lucky Lantern at a target location shattering it, causing bleeding and cripple to any foe who passes through the broken glass. While also spreading oil in the area that ignites with a Combo field:fire if struck with fire.
-Weapon skill gained:Intense Flames:Raise your Lantern in front of you, channeling a unbearable heat from it. While channeling inflict burning every second to nearby foes while having a chance of removing 1 condition from you.
(Combo field:Blast)

-Strengths: Vast amounts of skill combos and Utilities allow this class to be constantly dealing a steady flow of damage. Especially in one verse one situations.

-Weakness: Has relatively low damage with most skills, and has trouble dealing sustained damage to classes that can keep their distance from you.

Origin Summery:(I think would work well with Skritt as a new playable race in a future expansion.) After a large Faction of Skritt was discovered hiding in fear deep within the ancient ruins of The Crystal Desert they were quick to aligned with the Other races of Tyria to join in the war against the dragons. Over time they began to detect and understand non-verbal signals from the other races and this adaptation of sim biotic Skritt slowly discovered how to function in a relatively coherent manner. After several successful conflicts with the Dragons the five races of Tyria began to tolerate their new ally and in return this new breed of Skritt imparted amazing techniques for survival and guile in almost any situation. Having honed the art of combat with the several military professions of Tyria The Seeker was created and primarily employed by the Durnmand Priory for navigating, recovering and surviving the dangerous artifacts that may be useful for the battle against the Dragons. But The Seeker is also gifted with a bizarre knack for Charisma and underhanded tactics that makes it a occasional asset of the Order of Whispered.

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A Post about Stealth

in Suggestions

Posted by: Wolf.5816

Wolf.5816

I think it’s a great idea. Most of the Professions that have the most AOE CC’s usually have trouble dealing with Thief Burst. And since Stealth lingers for a second after it wears off (and the character model doesn’t render) this seems like a reasonable fix. Thief’s have MANY retreat/defensive moves and Utilities. Not choosing the right weapons/skills is usually the issue with lack of survivability with Thief’s seeing as they are pigeon hole’d into using certain weapons in PvP. A Thief would simply get up and Stealth again.

If you have played other classes it would not be unreasonable.

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Suggested Engineer Skill Changes

in Engineer

Posted by: Wolf.5816

Wolf.5816

Honestly I agree completly with most of these.

This is very accurate to what these skills feel like their lacking.

But I feel that to be fair, for Flamethrowers smoke vent I feel a 1 half to 1 second smoke combo field (similar to the healing turrets combo field:water) is exactly what it needs to add defensive utility needed to survive as a medium to close range Engineer. As it provides several useful combos.

Rockets Boots: has so much potential yet it’s self stun (although stylistic) is very detrimental too it’s purpose. To create functional distance from targets this skill needs some help. Perhaps one of these options would be a balanced way to make Rocket Boots more viable.

-grants stability while launched and for a seconds after landing.
-grants invulnerability during this skills duration.
-knocks down all nearby foes from your launch point for 3 seconds.
-cures several conditions besides the ones already cured.
-or like you said. Just let us land.

And I agree that Jump Shot needs either:

-faster attack animation.
-larger target range.
-causes Daze apon landing.
-combo finisher:blast apon landing.
-basic direction attack targeting like Warriors great sword skill Blade Trail.

Having never used Elixer X extensively (because of its poor PvP application) I think your idea sounds interesting and any step forward with a Eng Ultimate is welcomed.

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Flamethrower: Smoke Vent

in Engineer

Posted by: Wolf.5816

Wolf.5816

I would absolutely love it. It would add some much needed defensive synergy.

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New Race Idea List

in Suggestions

Posted by: Wolf.5816

Wolf.5816

Skritt would be an awesome race to play! I bet the customizable features would be amazing. They would be the total opposite of Asura. Sheer chaos, right up my alley. Their battle sound effects would be worth it alone. When they get afflicted with confusion they can say “Ooooh Shiney”.

Skritts are for champs!

Look, even they think so.

(Pick me as your new playable race!)>

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(edited by Wolf.5816)

Is it really hard to add dueling?

in Suggestions

Posted by: Wolf.5816

Wolf.5816

Dueling is something people like to do. Not Dueling can always be an option for the ladder.

Dueling should be in the game.

Some people don’t like PvP, and those people are not forced to PvP.

I understand that having 2 Warriors in full clad bright pink armor dukeing it out in front of the Trading Post can ruin the veil of a persistent world. But most could argue that Dueling could also contribute to a unique living world. Where drunken brawls happen all the time, assassins stalk the unwary and Guardians attempt to vanquish demon possessed Necromancers. My point is, Dueling. It should be in the game.

If players fear the “Accept Duel” windows cluttering up their screen then they could check a Automatic Duel Decline box in the game settings.

If players dread seeing the mass chaos of multiple duels taking place in the center of a town. Then there can be areas within towns that are off limits to duels. A feature that exists in many MMORPG’s.

If non-competitive players fear that having competitive players in the PVE world will lead to trolling. Then all I can say is there will always be trolling. It is human nature and implementing a duel function will not be a deciding factor. That is why games implement Block Lists and Report Player options and its everyone’s job to use those to manage this behavior. Or just cease to care what people say.

Next, joining uninhabited SPVP realms with another player is not a acceptable dueling substitute. For multiple reason but more specifically:
*its inconvenient for players who wish to casually engage one another in a quick sparring match. From the PVE world that is 4 loading screens both ways for both players to use. Then both players need to run to a location on the map before they can start.
*There is a time limit on SPVP maps that will cause the game to end and reset after 15 minutes regardless if no points are captured. That is assuming you chose a realm that hasn’t been occupied and the timer hasn’t already begun counting down or points already captured.
*SPVP games are never secure so they are completely open to the public. Most games remain empty for a maximum of 8 minutes give or take before at least one other player joins, usually from the hot join where they simply get thrust into any game with players that match their PVP rank. When this happens an auto balance may occure that shifts the teams, which for some reason will swap you out or your dueling partner to the opposing team. And since its going to be 2v1 at any point, you cannot swap teams and this can and will happen during a duel. So 9 times out of 10 this mean you must leave the mists and find another empty realm. Starting the process all over again.
*When other people join they don’t have to comply to any rules. If 2 people join and balance out your game and they are willing to watch/duel then having a 2v2 duel can be a great way to test out Proffesion combos. But that’s rarely the case. Players know they get less Ranking Points if they don’t capture points/win so they often just hop in, kill you mid duel and cap a point.
*When in SPVP you are forced into a large party, this means buffs that certain classes exude are applied to all nearby party members. This can make for a very unbalance playing field when you have a few guardians and Elementals dueling next door while your trying to duel your friend.

Dueling should be in Guild Wars 2.

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New kit idea. "Bladesaw Kit"

in Engineer

Posted by: Wolf.5816

Wolf.5816

I’ve got it, the “Bladesaw Kit” could be an Ultimate and it could be the only kit that has a stationary cast time, and a Cooldown.

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Game Improvement - Suggestions

in Suggestions

Posted by: Wolf.5816

Wolf.5816

-Improved “Back” slot items: Capes, Robes, Chains and Snakes… just more unique back items.

-Weapon Sigil Visual effects: Much like how all Krait items drip water, items with a Flame Sigil should exude a small aura of flame. Nothing too fancy, just effects for Bloodlust and Air ect, would be nice.

-A variety of PvP Finishers: Simply, finishers that could portray variouse things. For example:
*Jackpot: Large Gold Coins could spill out and bounce around on the ground before slowly fading making a “Jackpot” noise.
*Glee: a small group of phantasmal children holding hands can skip in a circle around the corps with the audio similar to children singing something like “Ring around the rosey.”
*Ancient Gift: several phantasmal ancient bearded warriors can surround the corpse and slowly bow before fading away. With the sound of a deep bell chiming.

-Town Items: non-combat items that provide fun skills. Like Baloons, walking sticks, Apple Kiosk (#5 ability could last for 3 second duration and if anyone comes near it it falls over exploding apples everywhere like in the movies.) but more importantly musical instruments! Where are the Lutes, Flutes and Jambories! I want to Start a kitten band.

-“Sit in chair” animation: wtf.

-Fishing: I don’t care it would be a cool way to obtain cooking ingredients, as well as fish up treasures and bizarre creatures.

-Necromancers should have an ability to raise the dead: That game improvement suggestion seems silly even saying. Mesmers have an ability “Illusion of Life” which ultimately gives all downed players within the Area of Effect the Warriors downed skill “Revenge” which lets them instantly return to the fight for a few seconds and if they kill an enemy that yields experience their illusion becomes a reality.

Why not give Necromancers something like “Soul Graft”: All allies in target area gain a buff called Grafted Soul for 10 seconds which says “your soul has been infused with undeath, dieing no longer stop you.” And when you enter the downed state instead you remain in a mobile form with the same screen layout as being downed (cloudy red screen with draining health) except your 4 skills could be something like:

1)Death Frenzy: swing wildly at an opponent with a chance to cripple on each hit.

2)Grave Shift: Darkness courses through your veins curing 1 condition and inflicting Poision on foes who strike you for 5 seconds.

3)Reapers Call: Hear the call of the Reaper and Gain Quickness and Stability for 5 seconds.

4)Unfamiliar Hunger: Throw your body at your foe Immobilizing them for 3 seconds and flailing wildly dealing damage and gaining life with each hit.

And if you can survive long enough to fill your health back to full or you kill an opponent who yields experience you revive.

Ect.

Veteran of The Mists & Professional Engineer
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King

Game Improvement - Suggestions

in Suggestions

Posted by: Wolf.5816

Wolf.5816

-Please let NPC monsters be able to fall off ledges. This is simply a quality of life upgrade but it would be so gratifying to do. Ways this could be balance are as following:
1) Only killing blows that knock back, or whenever a NPC is knocked back with 3% health or less does it allow them to fall from ledges.
2) Knocking off NPC’s simply does a small amount of extra damage. After a few seconds the enemy could have a “standing up animation” closest to the ledge they were knocked from and be back in the fight. Making it simply a slight reward for a successful knock off.

-Bird pets should all rest on their Masters shoulder. I’m not even a fan of Rangers, I just think its silly for birds to strut around on the ground.

-On that note, there should Quiver models, even if only a few different ones accompanied with Bow type weapons that should have the option of being visible or invisible.

-The condition “Bleed” should spray blood on application and should leave a small trail of blood while afflicted. This should also have an option in the Main Menu to hide. (PG13 and all that.)

-Thiefs or possibly even Engineers and Mesmers should have a desguise mechanic that allows them or even targeted allies to assume the appearance of an opposing team for a small duration or until you attack or are attacked. (By this I mean, the UI will make their nameplate and armor reflect what appears to be an ally to opponents. Actual allies will still recognize fellow team members while deguised.)

-This one is Original guys. Dueling. 1v1 at least is what I’m shooting for by driving this into the ground but while I’m on the subject. I can almost understand the issues with dueling in the open world. It could ruins the veil of a persistent world to have 2 bright pink warriors dukeing it out in front of the trading posts. But it could also contribute to a unique living world. Where drunken brawls happen all the time, assassins stalk the unwary and Guardians attempt to vanquish demon possessed Necromancers. My point is. Dueling. It should be in the game.

-Proffesion Based Conditions: What I mean with this, is a blanket condition, lets call it a “Stymie” mechanic that can be inflicted like any other condition from a certain skill and it lasts a X amount of time like a standard condition but the effect changes based on the Proffesion afflicted. For example:

*Warrior/Fumble: Trying to use a Burst skill will trigger the global Cooldown on your abilities for X seconds.
*Engineer/Backfire: Useing Toolbelt skills for X seconds will cause an explosion lightly damaging nearby enemies and apply burning and a single stack of bleeding.
*Guardian/Impure Thoughts: For X seconds Activating Virtue of Courage will only inflict Weakness on yourself. Activating Virtue of Resolve will only heal nearby enemies for a small amount. Activating Virtue of Justice will only inflict Burning on yourself.
*Ranger/Insubordination: Your pet stops all actions and flees from your direction for X seconds.
*Thief/Unlucky: For X seconds, when you steal you have a chance of gaining the enviromental weapon “Empty Coin purse”. (with horrible skills) “Trip” knocking yourself down. Or “Panic” granting target foe Invisibility for 3 seconds.
*Elementalist/Arcane Amnesia: For X seconds you cannot change Attunements.
*Mesmers/Befuddled: Useing a Shatter skill pacifies your clones and gives you a stack of confusion for each active clone for X seconds.
*Necromancers: for X seconds going into Death Shroud cures 1 condition on nearby foes and while in Death Shroud form your Life Force drains 75% faster.

Just some simple examples, I think this would make the combat a little more fun (opinion) and unique. What skills apply this “Stymie” condition and how, I won’t even get into. Like I said its just for fun.

-Pet Accesories: (for Rangers and Necromancers) Items without stats you can equip to your pets and alter the color of. Examples: spiked collar, sashes, guild emblems for Rangers. Different Color, aura, texture or appearance for Necromancers.

-Pet Quests:It would be fun to embark on side quests that are quirky and could yield other pets or, get this, Pet Accesories. Examples: Endure a nest of Giant Killer Bees to procure some exotic honey for your Beloved Bear companion. Rewards: Giant Bee pet and Honey Slicked Crown.

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Warrior Idea: Weapon Mastery.

in Warrior

Posted by: Wolf.5816

Wolf.5816

-Idea to make warriors a more unique class: The ability to Master Weapons.

This could simply be a passive option for warriors to use to expand their arsenal of weapon skills. No points are needed to be allocated, and no specific weapons required. It’s just a Profession ability.

This could give warriors 5 weapon skills from just wielding a one handed weapon. So in a since it just allows one handed weapons to fill the two off hand slots. This just allows for more diversity for builds and weapon swapping. Subsequent idea (this would be a pain for the developers) but mastering 2 handed weapons could provide a set of 5 different weapon skills perhaps making the 2 handed sword more defensive, or letting the hammer focus on conditions when mastered as opposed to control.

So, for example any warrior could simply choose to use a Warhorn in his main hand. This could grant him a few offensive/defensive skills while simultaneously granting more boons to himself and to his allies thus allowing a warrior to Specialize in support. Or the warrior could take a 2 handed Hammer and stun lock people with the basic warrior Hammer skills, then swap to a Mastered 2 handed Hammer and apply conditions. (?) Therefor it would feel like that particular warrior is truly using a 2 handed mace to its full potential.

(Opinion) This would comply perfectly with the Discipline trait line adding perhaps increased damage, or reduced Cooldown of Weapon Skills being used by the Weapon Master profession skill.

Please let me know what you think of is idea and +1 if you like it.
And please post any additional idea’s or concepts.

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Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King

New kit idea. "Bladesaw Kit"

in Engineer

Posted by: Wolf.5816

Wolf.5816

I LOVE this idea. kitten I want a buzzsaw kit! One suggestion. Instead of in ability #5 the user running forward, dragging the buzzsaw across the ground, I think you got it backwards. You should slam the buzzsaw into the ground, and the buzzsaw should drag YOU across the ground like a spinning, mulch churning front motorbike wheel.

That’s an awesome idea, perhaps instead of more up front damage per application of “Pressure” Charges it could apply more stacks of bleeding or a stronger Burning condition for each stack of “Pressure”. Once again, the sound FX would really be this Kits selling point. :P

Veteran of The Mists & Professional Engineer
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King

New kit idea. "Bladesaw Kit"

in Engineer

Posted by: Wolf.5816

Wolf.5816

The “Pressure” Charge mechanic is just a way to vary abilities in a way that is more Engineer-like, as supposed to just a simple Great sword Warrior. Also the “Bladesaw Kit” could actually give the Utility skill “Elixer U” some pvp applications.

I have to be honest, I was exhausted when I wrote that. I’d probably think my remote control was too complicated back then. XD
I love people getting creative and brainstorming cool ideas. Share more if you have em!

Hah thank you man. You know us Guild Wars 2 fans.. We got a million idea’s. Not to mention fans who love the Engineer class!

Veteran of The Mists & Professional Engineer
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King

Engineer Bugs Compilation

in Engineer

Posted by: Wolf.5816

Wolf.5816

Engineer Bugs

-blowing up turrets immediately after deploying them will sometimes cause the traited “Accelerant-packed turret” to not knock nearby foes back.

-after using certain rifle skills while moving the auto attack “Hip Shot” will sometimes go on a long delay before continuing fire. (Even if the target is within range/and in line of sight)

-After triggering a combo finisher with Jump Shot, it will sometimes cause the player to be frozen in place for a few moments.

-Blunderbuss: frequently fizzles and puts the skill on a global cool down when traveling around a moving target since the rifle is a medium/close range spell this is quite an issue. it needs to just fire off regardless of where your target is.

-Overcharged Shot: frequently fizzles and puts the skill on global cool down when traveling around a moving target. It needs to just fire off like the Flamethrowers Air Blast skill which functions very well.

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Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King

New kit idea. "Bladesaw Kit"

in Engineer

Posted by: Wolf.5816

Wolf.5816

The “Pressure” Charge mechanic is just a way to vary abilities in a way that is more Engineer-like, as supposed to just a simple Great sword Warrior. Also the “Bladesaw Kit” could actually give the Utility skill “Elixer U” some pvp applications.

Veteran of The Mists & Professional Engineer
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King

New kit idea. "Bladesaw Kit"

in Engineer

Posted by: Wolf.5816

Wolf.5816

Bladesaw Kit: external powered Chainsaw Kit providing engineers with their first aggressive melee weapon.

(Option) This could make a great Ultimate to replace one of the “non-Supply Crate” Ultimates. Perhaps one of the only kits that has a reasonable Cool Down and a stationairy cast time.

Skills:
#1(chain skill): “Shred”: Shred foes causing bleeding “Maim”: Maim foes crippling them “Saw”: Saw whats left of the foe causing Weakness and 3 stacks of Vulnerability.

#2. “Buzz Saw”: (channel time 3 seconds/15 second cool down)
Protect yourself with your massive saw, while revving it up to increase the volume of fuel to its cylinders. Stacks Bleed and Vulnerability on foes while you gain 2 stacks of Aegis The duration of this ability is increased by 1 second for each “Pressure” charge you have.
~Combo finisher:Whirl
Buzzsaw duration =3 seconds
-number of hits per-second=3

(Explanation: You hold out your Bladesaw in front of you while you run around trying to touch people who do not want to get touched by you.)

#3-“Feed Air”:( 10 second cool down) open and exhaust the fangwheel port to help cool the engine: giving you Quickness and Vigor.

#4-“Throttle”:( 1 second cast time/2 second Cooldown) Charge the fuel cells attached to the chain, speeding up its RPM. Gaining retaliation for 5 seconds. And one “Pressure” charge for 5 seconds.

#5-“Chain Blade Pathrazer”:( 15 second cool down) drag your Bladesaw across the floor igniting it as you dash through the target and lacerate them for heavy damage. inflicts Burning and Bleeds enemies caught in your path. Does even more damage for every stack of “Pressure” you have on you consuming them in the process.
~Combo finisher:blast

#Tool Belt Skill: “Clutch Move”: (60 second cool down) trip the clutch on your Bladesaw, evading around your foe and grants you Protection and a “Pressure” charge for 5 seconds.
~Breaks Stun

I hope they make the audio awesome.. Like a grinding squealing chain so other players can hear it coming. That would really make this Kit feel fun.

Please let me know what you guys think or if you have any more applicable skill idea’s!
+1

Veteran of The Mists & Professional Engineer
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King

(edited by Wolf.5816)